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How can i assign an actor spawned from server to a client variable?

Hey all, i have some some very basic knowledge of UE4 multiplayer, i'm trying to spawn an AI controlled character from my player character and assign it to a pointer variable, i'm spawning it with a RPC function from BeginPlay like this

 void AEVPlayerCharacter::BeginPlay()
 {
     Super::BeginPlay();
 
     ...other stuff...
     
 
        // Prevent multiple spawn
     if(IsLocallyControlled())
         SpawnAICharacter();    
 }

and here the SpawAICharacter function (and relative RPC).

.h

 class AEVAICharacter* AIPlayer;

 UPROPERTY(EditDefaultsOnly, meta = (AllowPrivateAccess = "true"))
 class TSubclassOf<AEVAICharacter> AIPlayerClass;

 void SpawnAICharacter();
 
 UFUNCTION(Server, Reliable, WithValidation)
 void ServerSpawnAICharacter();

.cpp

 void AEVPlayerCharacter::SpawnAICharacter()
 {
     ServerSpawnAICharacter();
 }
 
 void AEVPlayerCharacter::ServerSpawnAICharacter_Implementation()
 {
     FActorSpawnParameters SpawnParams;
     SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
     FTransform Tr = GetActorTransform();
     AIPlayer = Cast<AEVAICharacter>(GetWorld()->SpawnActor(AIPlayerClass, &Tr, SpawnParams));
     AIPlayer->MovementCompleteDelegate.AddDynamic(this, &AEVPlayerCharacter::OnMovementCompleteCallback);
 }
 
 bool AEVPlayerCharacter::ServerSpawnAICharacter_Validate()
 {
     return true;
 }

but the variable AIPlayer will never be set on client, any suggestion?

Product Version: UE 4.20
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asked Sep 01 '18 at 09:27 AM in C++ Programming

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ZioYuri78
41 8 12 15

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1 answer: sort voted first

Shame on me, i had to replicate the variable, i did it previously but for some reasons didn't worked, now i tried again and with a clean rebuild all work fine.

Solution:

.h

 UPROPERTY(Replicated)
 class AEVAICharacter* AIPlayer;

.cpp

 void AEVPlayerCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
 {
     Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 
     DOREPLIFETIME(AEVPlayerCharacter, AIPlayer);
 }



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answered Sep 02 '18 at 04:45 PM

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ZioYuri78
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